Resident Evil 4 Walkthrough & Strategy Guide

Published: Jan 25, 2005

Walkthrough

CHAPTER 4 :: PART 1

Now that Leon and Ashley are reunited, you can backtrack a bit to collect a free weapon. From the start of
the chapter, head west through the hall that goes by the merchant. Continue west through the next room to
return to the room with the dropped cage. The area is refilled with not-zombies, but you can easily run by them
to go through the doorway to the south, exiting back to the series of halls just south of the hedge maze.

As soon as you enter this area, do not move. There are two insects clinging to the ceiling, and you
can take them out with a single rifle blow if you spot them before they spot you. One of them just south of the
doorway, and the second insect is to the west, around the small corner to the north. With these two dead,
continue out to the main hall. If you check your map, you'll see a locked door to the north. Run there with
Ashley and she can piggyback up and over the wall, unlocking the door for you. Inside this room you'll find a
number of free items, including the Broken Butterfly.

When you've got the gear, return to the start of the chapter. To the north is an unlocked door that leads to
the next area.

There's nothing to worry about in this area, though there are a couple of items to pick up on either side of
the room. When you've got them, step onto the platform to the north and ride it across to the next area
(leaving Ashley behind).

This fiery walkway is home another ornament piece. As you start heading down the path, a large dragon statue
will slowly move towards you. Quickly take aim at the operater of the dragon from the top of the
stairs—one pistol shot will knock him off. If you miss your shot, quickly run past the dragon to avoid
the fire breath attack. Lure the dragon north a bit, and then quickly double back to run up the stairs again.
This is the best point to get clear shot at the enemy, so make use of it until you've eliminated the threat.
When you do kill the operator, a chest full of gold will appear nearby.

Further north is a platform with a fence spinning around it. Wait for an opening in the fencing to jump
across and reach the walkway to the north. When you get there, you'll see two not-zombies just north of you as
another giant dragon statue starts to move towards you. Very quickly, run past the not-zombies and turn
right to take cover in the corner of a large clearing. As you do, a third dragon will activate to the
north.

The not-zombies may or may not follow you to your post. If they don't follow you, leave them be! If they do
follow you, cripple them, but don't worry too much about killing them (they'll be replaced as they die). While
holding off these enemies, equip your rifle and turn to the north. The large dragon is being suspended from the
ceiling by large chains, and if you look hard you can spot one of the chain links that's gold. Target this link
with your rifle and shoot it. It takes about five shots from the rifle before the chain will break, dropping
the dragon into lava and raising a new stretch of walkway.

When the coast is clear, run up the path to the north. At the top of the stairs is a chest with the Lion
Ornament that you can grab before quickly turning around to take aim at the dragon statue to the west.
Again, the top of this stairway is the best place to target the enemy, so lure him back and forth until you've
got a good shot. With this dragon down, another chest will appear to the south that has a treasure.

With the Lion Ornament in hand, run back towards the area's exit (south). If you run into any enemies, just
cripple them to get by them (no need to waste ammo) and return to Ashley.

When you reunite with Ashley, have her follow you into the room to the west. Get in the cart with her and
ride it back to the south end of the castle. From the end of the cart ride, unlock the door to the east to
enter the main hall of the castle, where you can now use the three ornament pieces to unlock the northern path.
You can continue on to the next area, or head up the stairs to the right to collect a few items (check behind
the painting) before continuing the mission.

There's another cart to ride in this room, and still no enemies to worry about. Ride the car to the north
end of the castle and be sure to grab the items from the nearby vases before you continue to the next area to
the north.

Again, there are no enemies to worry about, but there are a few items you can grab and a merchant you can
deal with. Also, there's a second shooting gallery here with all-new bottlecaps to earn. When you're done
messing around here, continue down the eastern hallway to enter a new area.

Leave Ashley behind for the time being and head down the hall that's lined with knights. As you do, you'll
have to time button presses to dodge the axes, and just as before the buttons are either two action buttons or
two shoulder buttons. When you make it down to the end of the hall, head into the next room by yourself and
grab the King's Grail from the center pedestal.

Once the grail is lifted, four knights will slowly enter the room. Equip your shotgun and blast them in the
gut to send them to their knees. After a shot or two, a parasite will poke out of each knight's head. Take them
out, and four more knights will storm in the room. Give this four the same hospitality you showed the first,
and when they're dead the door will open, letting you return to the hall with the merchant.

When you're back in the hall with the merchant, go through the door to the west to enter another area. There
are four floor switches in this room, and two large statues you can push over two of them. With the two statues
on two of the floor switches, split up with Ashley so that you press down the remaining two switches. When all
four switches are pressed, a doorway to the north will open.

As you enter the room, the ceiling starts the come down at you. To stop the ceiling from falling, target the
four red lights that are scattered throughout the spikes. A single pistol shot is enough to knock 'em out, and
when all four lights are shot the ceiling will stop falling. Continue through the door to the north and head
down the next hall with Ashley. As Ashley approaches the next doorway behind you, a gate will shut in front of
her as two not-zombies roll down the hall in a strange mechanical death-mobile. Use either your pistol or the
rifle to shoot down the two drivers of the death-mobile (one pistol shot is enough to kill each) and the gate
will open up, letting Ashley follow you into the room. There are a number of items to grab in this room,
including the Queen's Grail. Grab it, and return to the hall with the merchant.

Head through the north hall and you'll enter a large room with a group of not-zombies at the end. Make sure
Ashley is safe behind you, and take on the gang with your shotgun or grenades. With them dead, go into the
small area behind them and use both the King's Grail and the Queen's Grail to open up the door that leads to
the next area.

There's nothing to concern yourself with in this first hall. Just head through the door at the other end to
enter a large room.

As you enter the room, you'll notice a large organic mess hanging from the ceiling. Start crossing the room
and you'll soon find yourself confronted by a number of flying insects swarming around you. Use your shotgun to
knock them out of the sky and clear a path to the other side of the room. There's a large lever to pull that'll
drop open a draw bridge. Target the remaining chain that's holding the draw bridge up (pistol fire is fine) to
drop the bridge all the way and continue to the next area.

The next hallway is clear of threats, and there's even a merchant you can deal with. Head north down the
hall when you're done, and you'll exit to an outdoor area with a clock tower on the far end. Equip your rifle
and you'll be able to target two not-zombies that are hanging out on the balcony at the top of the tower. If
you don't get them now, they'll spot you later and call on an attack from some nearby catapults.

With the first two dead, cross the bridge to the tower and get to the balcony from the west. At the top of
the stairs are two more not-zombies to deal with before you reach the clock tower entrance on the east side of
the building.

At the bottom floor of the tower is a door that's barred by a metal lattice. To move the lattice, you'll
have to free the tower gears of debris (there are three blocks of wood stuck in the gears) and then pull the
lever on the top floor. Move around the floors to find the three blocks of wood and destroy them with a pistol
shot—once all three are gone, pull the lever to open a door, letting in a bunch of enemies.

The floors below are now home to a number of not-zombies, including a few with crossbows. As you make your
way down the ladder, don't stand still for too long and you'll be able to avoid the crossbow shots. Quickly
take out the enemies as you make your way down the ladders. When you reach the bottom floor, another group of
not-zombies will pour in through the doorway. Quickly climb back up the ladder and turn right at the top to
avoid the not-zombie throwing dynamite. You can pick off the enemies as they climb up the ladder, or hope that
the dynamite thrower gets them with an explosion. Once the tower is clear, jump down and exit through the
opened door to the east.

Once you step outside, you'll see a trio of enemies slowly marching towards you from across the bridge. Take
'em out to clear the path, and make your way across the bridge. As you do, enemies start to come at you from
both sides of the bridge. Turn around quickly to take out the smaller group of enemies behind you (shotgun
works wonders) before taking aim at the not-zombies to the east. When all are dead, just go through the doorway
to enter the next area.

You'll spot four enemies just up ahead, but they won't spot you yet. Two of them are regular not-zombies,
and the other two are the powerful masked enemies with claws! Equip your rifle and take out at least one of the
regular not-zombies (if you've got the semi-auto rifle, you can shoot both). You'll grab the attention of the
other enemies who'll rush towards you.

If you've got the Broken Butterfly, now's a good time to use it. As with your encounters with these guys
before, lure them around the room until they dig their claws into a wall, exposing the parasite in their backs.
The best place to run around is in the very first area—run circles around the two pillars and the
powerful enemies will eventually give you an opening to pop 'em in the back.

As you explore the room further, more not-zombies will come through the door from the west. Be ready for
them to take 'em out, and continue down the hall to the east. There are a number of items to collect along the
way, and after reaching the destination you'll be left off in a new area.

There's another merchant in the area, and he's got a nice new weapon to purchase if you want to make the
upgrade (it's recommended). There are also a number of items in this dark sewer area, and even more down the
path that's at the top of the ladder. You won't have to worry about any enemies for the time being, so just
continue through to the next area.

Start heading down the long sewer hall and you'll get a glipse of something that's hunting you. As you
explore the rooms down here, be ready to time some button presses in order to dodge attacks that this lurking
creature sharply launches at you. When you've collected the items you want, head to the room to the very
north...and equip your very best weapon.

At the back of the room is a switch that'll power up the elevator in the room to the southeast. However,
it'll take four minutes for the elevator to be fully operational, a timespan during which you'll be plenty
occupied. At the flip of the switch, the door to exit the room closes up. Quickly run to it and try to open it,
though you'll be alerted that the door won't open for a little while. No problem, right? Wrong. As you turn
around, you'll see the sewer creature face-to-face, and you've got to survive in these cramped quarters long
enough to let the door open.

Quickly run past the creature to reach the north end of the room. You can run circles around the generator
in the center of the room, timing button presses to dodge the creature's attacks. It's at this point that you
should make a decision: will you choose to face off against this creature and kill it to attain the valuable
treasure it drops, or will you simply buy your time, dodging its attacks until the elevator comes to your
rescue? Since we're hombres, we're going to assume that you want to kill the sucker.

As you're running around the center generator, you'll notice a large canister of nitrous oxide (there are
three more identical canisters in these sewers). Press the action button near the canister and Leon will toss
in on the ground, temporarily freezing the sewer creature. It's during this time (and this time only) that you
can deal damage to the beast. Your best choice of weapons is between the broken butterfly and the rocket
launcher—if you've got a rocket launcher, one blast while the creature is frozen will do the trick to
silence him forever. However, if your best weapon is the broken butterfly, you'll have to do some more running
before he falls.

After blasting the enemy a few times, he'll break free of the ice, so don't waste your shots. Resume your
run around the center generator until the door opens up, and then make a mad dash for the hall to the south.
While in this hall, you'll have to continue dodging attacks, and if the creature attacks you from the ceiling
you'll have to dodge three times consecutively. There's a second nitrous canister in this hall, so push
it over as soon as you reach it to freeze the creature again. Even if the creature isn't very close to you,
it'll get frozen by the nitrous—just be quick to find him and give him a few shots before continuing your
run down the hall.

The first doorway you reach (on your right) leads to a small room with another nitrous canister. By now you
know the drill, but this time it's best to wait for the creature to get neary you (dodge an attack) before
kicking over the nitrous. When he's broken free from this frozen state, exit back to the main hall and enter
the second room (this time on your left). Repeat the process, and the creature should go down about this time.
If he doesn't die now, you're pretty much out of luck; there are no more nitrous canisters to push over, and no
more chances to fire at the creature. Just wait for the elevator to come up and take it down to complete the
level.